Pantheon of The Grey Mist

work in progress

Ras-Gûl
The hunter, The blood taker, Killer of all

Quasi-deity
Symbol: A one edged axe with a evil face.
Home Plane: The killing ground
Alignment: Neutral evil
Portfolio: Hunt, Kill, Rage and Feast
Worshipers: Minotaurs, Orcs, Goblinoids, Evil giants, barbarians and hunters
Cleric Alignments: TN, LE, NE, CE
Domains: Strength, Wrath, War
Favored Weapon: Greataxe

[sblock=Dogma] none yet [/sblock]

[sblock=Home Plane] none yet [/sblock]

[sblock=Stats]Neutral Evil Male Outsider 20 / Barbarian 1

Strength 20 (+5) [Base 14] + [6/deity]
Dexterity 13 (+1) [Base 13]
Constitution 20 (+5) [Base 14] + [6/deity]
Intelligence 10 (-) [Base 10]
Wisdom 26 (+8) [Base 15] + [5/lvl] + [6/deity]
Charisma 29 (+9) [Base 15] + [14/deity]
Size: medium
Age: 5 years
Height: 6' 3"
Weight: 400 lb
Eyes: red
Hair: black
Skin: leather

[sblock=Appearance] none yet [/sblock]

Total Hit Points: 208 [160 (Outsider) + 21 x 2 (CON) + 6 (Barbarian)]

Armor Class: 33 = 10 + 1 [dexterity] + 9 [deflection/CHA] + 13 [natural/DR]
Touch AC: 20
Flat-footed: 32
Damage Reduction: 35/ +4
Fire Resistance: 20
Spell Resistance: 32

Immunities: Fire, Transmutation, Polymorph, Petrification, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Immortal.

Movement: 70 ft

Initiative modifier: + 5 = + 1 [dexterity] + 4 [feat]
Fortitude save: + 36 = 22 [base] + 5 [constitution] + 9 [Luck/CHA]
Reflex save: + 30 = 20 [base] + 1 [dexterity] + 9 [Luck/CHA]
Will save: + 37 = 20 [base] +8 [wisdom] + 9 [Luck/CHA]
Attack (handheld): + 31 = 26 [base] + 5 [strength]
Attack (missile): + 27 = 26 [base] + 1 [dexterity]
Grapple check: + 31 = 26 [base] + 5 [strength]

Light load: 133 lb. or less
Medium load: 134-266 lb.
Heavy load: 267-400 lb.
Lift over head: - 400 lb.
Lift off ground: - 800 lb.
Push or drag: - 2000 lb.

Languages: Common, Orc (Gets all languages at DR1)


[sblock=Special Traits]
Evil subtype
(Ex) Pounce
(Ex) Scent
(Ex) Gore 1d6+str
16X stat
[/sblock]

[sblock=Feats]7 Normal, 1 Epic
one feat for +5 base attack
Track
Improved Initiative
Improved Critical [great axe]
Power Attack
needs 2 more
Penetrate Damage Reduction [Adamantine](Epic)
[/sblock]

[sblock=Skills]

Max rank: Class 24, Cross-Class: 12

Total Skill Rank Mod Other
+25 Know:Nature 23 +1
+17 Climb 12 +5
+17 Swim 12 +5
+29 Jump 24 +5
+24 Move silently 23 +1
+24 Hide 23 +1
+33 Intimidate 24 +9
+31 Spot 23 +8
+31 Listen 24 +8
+31 Survival 24 +8

[/sblock]


[sblock=Class Features] Fast movement, illiteracy, rage 1/day [/sblock]

[sblock=Domain spells/at will] none yet [/sblock]

[sblock=Spells and SLAs] none yet [/sblock][/sblock]

[sblock=Always Active Spells] none yet [/sblock]

[sblock=Oaths] none yet[/sblock]

 

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Ubariya's Summons

[sblock=Shadow Template (MotP)]SHADOW CREATURES
Shadow creatures dwell on the Plane of Shadow, sometimes crossing into other planes where the barriers between dimensions are weak. Just as parts of the Plane of Shadow resemble a strange, distorted version of the Material Plane, shadow creatures superficially resemble creatures from the Material Plane. Shadow creatures are darker, more elusive, and spookier than their material counterparts. Grays and blacks are their most common colors, with white and yellow rarely seen. They are not to be confused with shadows (undead creatures that often dwell on the Plane of Shadow). Other creatures native to the Plane of Shadow exist that have stronger or weaker connections to the energies of that place (such as the shadow mastiff) and do not follow this template.

Creating a Shadow Creature
“Shadow” is a template that can be added to any corporeal creature (referred to hereafter as the “base creature”). The creature's type changes to “magical beast.” It otherwise uses all the base creature's statistics and special abilities except as noted below.

Speed: As base creature × 1 1/2.
Special Qualities: A shadow creature retains all the special qualities of the base creature and also gains the following ones:
- Cold resistance of 5 + 1 per HD, to a maximum of 20.
- Darkvision with a range of 60 feet.
- Low-light vision.
- Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it nine-tenths concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Shadow creatures also have one additional supernatural ability for every 4 HD they possess (minimum of one) chosen from the following list:
-- +2 luck bonus on all saving throws.
-- Cause fear once per day.
-- Damage reduction 5/+1.
-- Evasion.
-- Mirror image once per day.
-- Plane shift self to or from the Plane of Shadow once per day.
-- Regenerate 2 hit points per round (slain if brought to 0 hit points).
If the base creature already has one or more of these special qualities, use the better value.

Skills: Same as the base creature, plus Move Silently +6.
Feats: Same as the base creature.
Climate/Terrain: Same as the base creature.
Organization: Same as the base creature.
Challenge Rating: Same as the base creature +1.
Treasure: Same as the base creature.
Alignment: Same as the base creature, although rarely good.
Advancement: Same as the base creature.[/sblock][sblock=Dark Skitterer (SM IX)]Dark Skitterer
Monstrous Spider, Colossal with Shadow template
Colossal Magical Beast
Init +2; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Listen +0, Spot +7*

DEFENSES
HP 208 (32 HD)
AC 22 (−8 size, +2 Dex, +18 natural)
-- Touch AC 4
-- Flat-footed AC 20
Fort +20, Ref +12, Will +10
Speed 45 ft., climb 20 ft.

OFFENSE
Melee
Bite +26 (4d6+15 plus poison)
Space 40 ft.; Reach 30 ft.
Base Atk +24; Grp +50

STATISTICS
Abilities Str 31, Dex 15, Con 14, Int -, Wis 10, Cha 2
SQ vermin traits, Cold resistance 20
Feats —
Skills Climb +16, Hide −4*, Jump +10*, Spot +7*
Advancement 33-60 HD (Colossal)
Languages —

Poison (Ex) A monstrous spider has a poisonous bite. Injury, Fortitude DC 28, initial damage 2d8 Str, secondary damage 2d8 Str. The save DCs are Constitution-based.

Tremorsense (Ex) A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.

Web (Ex) Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check (DC 28) or burst it with a Strength check (DC 32). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Web-spinners often create sheets of sticky webbing 60 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 18 hit points, and sheet webs have damage reduction 5/-.

A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it nine-tenths concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Shadow Abilities (Su): +2 luck bonus on all saving throws.
-- Cause fear three times per day.
-- Damage reduction 5/+1.
-- Evasion.
-- Mirror image once per day.
-- Regenerate 2 hit points per round (slain if brought to 0 hit points)

Skills Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

*Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.[/sblock]
 
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Epithets: Silhouette, The Silver Lady, Goddess of Moonlight & Shadow, Lady of Masks
Alignment: Neutral
Holy Symbol: A silver crescent, sometimes within a circle.
[sblock=Description:]
imig5g.jpg

Pale skinned, and beautiful, with a wild tousle of hair atop her head, Silhouette is the youngest-appearing of all the gods, seeming to be only perhaps fourteen or fifteen years of age. She dresses in black gowns and slips, most often with bare feet. From her shoulders poke a pair of insect-like wings, a means by which she can be recognized by those able to see past her many disguises.[/sblock]
[sblock=Background:]Silhouette is the first 'child' of the gods, brought into being by the actions of other gods rather than merely existing since immemorial times. As such she is ageless and eternal, yet forever younger than the original primordial deities. Silhouette was born out of the act of bridging opposites; two goddesses, equal and embodying opposite poles of existence, made a pact and sealed it with blood and sacrifice. This act reverberated both physically and metaphysically as an act of creation. Before that act, opposing elements were necessarily separated from each other and any 'contact' was violent. With the pact between Night and Day the notion of a 'union' of opposites came into being, and Silhouette achieved consciousness as the embodiment of that fundamental principle.

This underlying nature is most evident in Silhouette's realm of Faerie, with its constantly being 'between' concrete states. Her origin as a pact is also reflected in the 'sacredness' of pacts both for Silhouette and the faerie that are sparks of her essence. They cannot renege on their sworn word (though lesser promises can freely be broken as it suits them). Silhouette encompasses within herself many mutually antagonistic states as well: law and order, hunter and hunted, compassion and coldness, light and dark, and so on. Her nature, dictated by her origin, is to never achieve an extreme but to forever exist as a mediating force between them. This has given Silhouette a close tie with Nature, which is also characterized by constant cycles and unions of opposite and opposing forces. Even so, she is more a "sibling" to Nature than a mother or daughter; sharing metaphysical similarities and kinship, but ultimately different in essence.[/sblock]

[sblock=Realm]Faerie, The Otherworld, The Twilight Lands
In some ways Faerie is a 'reflection' of the 'real' world, and it shares many similar geographical features, though often embellished or distorted in some way. The plane is highly mutable though, and is constantly in a state of mild flux. This rarely affects large landscape features like lakes and mountains, but smaller features...or aspects of larger ones...will frequently move about when no one's looking, or change in tangible ways. Faerie is a place constantly suspended in phases of transition. It is a place of eternal "in-betweenness." Its sun is always at the horizon, never rising nor setting, giving it the name 'Twilight Lands.' It is never wholly summer, winter, autumn nor spring, but rather all four exist at once, in separate 'kingdoms.' It overlaps the real world in places like crossroads, where one is between one's origin and one's destination. The lack of day and night contributes to a sense of timelessness, which makes it very easy for one to lose track of how long one has been there. No one and nothing ages while in Faerie, but the time catches up with anyone returning to the mortal world.

The Otherworld is, to some extent, less -real- than the mortal world. Most artifacts from Faerie will cease to exist, or crumble to dust, when brought outside that realm. Fey beings who leave Faerie must 'anchor' themselves to something real...a landscape feature, or tree, or they will lose their immortality. Mortal creatures who eat fey food will find themselves starving to death upon leaving. In addition, a mortal who stays long enough in Faerie, eating their food, breathing their air, will start to slowly -become- fey as the substance of their bodies is replaced.

Faerie has borders with several other planes. It is most closely aligned with the mortal realm, but shares borders with the dreamworld as well. It's said that if one could fly to the sun, on the other side one would find the heavens of Solarion??. Meanwhile, there are abysses and chasms in the caverns beneath the surface that, should one fall in, one would fall all the way into the spider-filled depths of The Black Chasm. As a rule, it is not hard to stumble into Faerie, should the conditions be right. Getting out again can be trickier.[/sblock]
[sblock=Denizens]Faerie is populated by beings that share their world's name: the faerie, or fae for short. They come in a bewildering array of sizes and shapes, though most are at least nominally humanoid in form. Almost all of them are gifted with magical abilities, though these are more often mischievous in nature than outright dangerous. Fae are ageless, dying only through violence or misadventure, though it's unusual that they have long-minded viewpoints or long term, byzantine plots. Most fae live their eternities one day at a time, filling each with whatever pleases it the most...be it frolicking and making merry, or horrific acts of violence.

Fae often have powerful ties to natural features in their vicinity. This is especially true of dryads and nymphs. Even more free-roaming fae such as pixies will sometimes fixate on a household or individual person, either bedeviling them or trying to aid them...though sometimes it's hard to tell which is which.

Few fae dally long outside of Faerie, with the occasional exception of dryads and nymphs who become attached to trees or lakes in the mortal realm. One other big exception are the gnomes, who were originally fey but struck out into the mortal world en masse to escape persecution by fey goblins. There they became mortal, but still retain some of their carefree mindset and magical gifts.[/sblock]

[sblock=Stats]20 HD Outsider
Shadowdancer 3 / Simple Variant Druid 3

Str 8 -1 (2)
Dex 26 +8 (10)
Con 14 +2 (5) +1
Int 14 +2 (2)
Wis 20 +5 (6)
Cha 27 +8 (10) +4

HP: 160+40+48+16 = 264
AC: 47 (10 + 1 size + 8 Dex + 14 natural +8 deflection +5 Wis +1 divine)
BAB: +25/+20/+15/+10 (+1 size when Small)
Initiative: +8
Move: Ground 60', Flight 100' (good)

Fort +20 + 2 con + 4 class +1 divine = 27
Ref +20 + 8 dex + 4 class +1 divine = 33
Will +20 + 5 wis + 4 class +1 divine = 30

Racial Traits
Outsider type
Special Traits: 20
- Small Size (1 trait)
- Fast Healing 5 (1 trait)
- Flight 100' Good (1 trait)
- +8 Dex (4 traits)
- +4 Int (2 traits)
- +6 Wis (3 traits)
- +6 Cha (3 traits)
- SU Ability - Alternate Form (as Phasm) (1 trait)
- SU Ability - Stunning Glance DC 28 (as Nymph) (1 trait)
- SLA - Mass Charm Monster 3/day DC 26 (2 traits)
- SLA - Speak to Animals at will (1 trait)

Class Traits
Hide in Plain Sight (shadows)
Darkvision 60'
Evasion
Uncanny Dodge
Shadow Illusion (Sp) 1/day
Summon Shadow

AC Bonus (as monk)
Speed bonus - +10'/rnd (as monk)
Bonus feat: Tracking
Favored Enemy: Aberrations
Animal Companion (wolf)
Wild Empathy +12
Nature Sense
Woodland Stride
Trackless Step

Skills 230+24+18 = 258 (+1 divine bonus to all checks)
Bluff +31 (23 ranks + 8 Cha)
Disguise +40 (20 ranks + 8 Cha + 10 circumstance +2 syn)
Hide +35 (23 ranks + 8 Dex + 4 size)

Concentration +18 (16 ranks + 2 Con)
Handle Animal +20 (12 ranks + 8 Cha)
Listen +30 (25 ranks + 5 Wis)
Move Silently +35 (27 ranks + 8 Dex)
Knowledge: Nature +22 (16 ranks + 2 Int + 2 class + 2 syn)
Perform (Dance) +20 (12 ranks + 8 Cha)
Search +27 (25 ranks + 2 Int)
Sense Motive +25 (20 ranks + 5 wis)
Spot +30 (25 ranks + 5 Wis)
Survival +30 (23 ranks +5 wis +2 class + 2 syn aboveground, +2 syn tracking)
Tumble +15 (7 ranks + 8 Dex)

Feats
B Tracking
1 Dodge
3 Mobility
6 Combat Reflexes
9 Flyby Attack
12 Point Blank Shot
15 Precise Shot
18 Manyshot
21 Combat Archery
24 Penetrate Damage Reduction (Silver)

Divine Rank 1
Divine AC Bonus 1
Natural Armor Bonus 14
Divine Attack Bonus 1
Divine Save Bonus 1
Divine Check Bonus 1
Immune to transmutations, energy drain, ability drain, ability damage, mind affecting effects, electricity, cold, acid.
Damage Reduction 15/epic
Fire Resistance 6
Spell Resistance 33
Immortal
Senses (All senses, inc Darkvision have 1 mile range)
Remote Sensing (Discern events within 1 mile of worshipers/holy places)
Block Sensing (within 1 mile)
Portfolio: Fortune, Cunning, Trickery, Hunting, The Moon, Fey
- Portfolio Sense (1000 creatures)
- Automatic Actions (DC 15, 2/rnd)
- Create Magic Items (4,500gp)
Divine Aura (10ft radius, DC19)
- Daze
- Fright
- Resolve
Grant Spells (Cleric and Druid)
Spontaneous Casting (Druid)
Communication (1 mile, all languages)
Godly Realm (Crystal Tower, in Faerie)
Travel (Greater Teleport and Plane Shift, at will)
Salient Divine Abilities:
- Divine Inspiration
- Power of Luck

Domains (Caster level 11, DC 19+lvl)
Trickery - Bluff, Disguise, Hide are class skills
- Disguise Self
- Invisibility
- Nondetection
- Confusion
- False Vision
- Mislead
- Screen
- Polymorph Any Object
- Time Stop

Luck - 1 reroll/day
- Entropic Shield
- Aid
- Protection from Energy
- Freedom of Movement
- Break Enchantment
- Mislead
- Spell Turning
- Moment of Prescience
- Miracle

Moon - Turn/Destroy Lycanthropes (11/day, CL11, 1d20+8 check, 2d6+18 dmg)
- Faerie Fire
- Moonbeam
- Moon Blade
- Fear
- Moon Path
- Permanent Illusion
- Insanity
- Animal Shapes
- Moonfire

Spellcasting (Spontaneous Druid CL 3, DC 15+lvl)
0 - 4/4, 1 - 4/4, 2 - 2/2

Favored Weapon
Slivershaft - Small Frost, Flaming, Seeking Longbow +5, 128,320
+38/+33/+28/+23 to hit, 1d6+4 (+1d6 cold/+1d6 fire) dmg, 80'[/sblock]
 
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